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About Rollibard "Ratchet" PiperBackground:
Ratchet really wanted to be a wizard, but he just didn't have the knack. He drove his professors crazy with his incredible grasp of magical theory, and his total inability to cast spells practically. Sure, if you gave him some time and no distractions eventually he'd be able to cast anything the other apprentices could, but under pressure, he lost his focus. The magic fizzled every single time. It wasn't for lack of trying. He spent countless hours pouring over books and practicing, trying to figure out how to get around his limitations. That was how he discovered magical engineering. Now that made sense to him. It was orderly. He could cast spells into an object at his leisure, and then activate them later. It was so simple! Predictability was important! With the right preparation, simple, predictable effects could be layered into things that were extraordinarily complex. He quickly outstripped his instructors abilities to teach him more about his esoteric obsession, so he sought out a renowned magical craftsman to seek apprenticeship. His new master, a warforged named Smith, was an expert in crafting magical items, but his specialty was golems. Smith's dream was to replicate the process that had created his own people. After learning about the history of the Warforged, Ratchet took his master's obsession as his own. Eventually Smith sent Ratchet out to field test his prototypes. It never occurred to Ratchet that maybe Smith wanted a break from the excitable halfling's incessant prattling. After a few mildly embarrassing and very destructive mishaps, Ratchet was eventually accepted into a mercenary company and ended up in Sharn. Technician (Mad Scientist, Innovator) 5 Male Halfling Init +2 Movement: 20
HP: 32 (8 +4d8 +5)
Defenses:
AC 18 [Mithril Chain Shirt] (+4 armor, +2 dex, +1 size, +1 buckler)
CMD 17 (+3 bab, +1 str, +2 dex, -1 size, +2 tactile field)
+4 Fort (+1 class, +1 con, +2 luck)
Offense:
BaB +3 (+1 size) CMB +3 (-1 size) Armory Total CMB +8 (+3 bab, -1 size, +6 str) ...+2 to target a creature after moving through their square Current Weapon Amplifier: +2d6 Electrical Damage +Convulsing [DC 17 or fall prone] (blaster, disruptor) Right Mechadendrite needler volley, auto hit, 2d4+2 Piercing + weapon amplifier, range: Close (35 ft) +7 MW Left Mechadendrite beam lance, ranged touch attack, 2d6 piercing +weapon amplifier, x2 crit, Medium range (150 ft)
+5 Electro-Spanner Wrench 1d4+1 +weapon amplifier, x2 crit (improvised, barroom expert) +6 Alchemical Weapon (varies)
+9 Armory Slam 2d6+6 +weapon amplifier, x2 crit, reach 20' [weapon customization modifications: hybrid hookshot, grapple weapon]
+9 Armory Hookshot (improvised melee) 1d8+6 +weapon amplifier, x2 crit, (reach)
+9 Armory Hookshot (ranged) 1d8+6 +weapon amplifier, x2 crit, 20' range inc
+9 Armory Improvised Melee Weapon (variable)+6, +weapon amplifier, x2 crit, 20' reach (barroom expert) +9 Armory Rock Throw 1d8+6 +weapon amplifier, x2 crit, 30' range inc (spare cannonballs in haversack)
+9 Armory Improvised Ranged Weapon (variable)+6, +weapon amplifier, 10' range inc
+8 Armory Trample 2d8+9 + weapon amplifier Skills:
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (arcana), Knowledge (nature), Knowledge (planes), Knowledge (religion), (Int), Knowledge (engineering) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). 75 total ranks
Italics indicates bonus ranks from spheres
**Indicates Skill leverage** ACP** 0 +12 Perception (5 ranks, +3 class, +1 wis, +3 circumstance)
+15 Disable Device (5 ranks, +3 class, +2 dex, +2 favored class, +1 trait, +2 circumstance)
+14 Knowledge Engineering* (5 ranks, +3 class, +5 int, +2 technically minded)
+16 Craft: Mechanical (5 ranks, +3 class, +5 int, +2 circumstance, +2 associated skill bonus)
+17 Acrobatics (5 ranks, +3 class, +2 dex, +2 circumstance, +5 competence)
Spheres, Feats, Traits and Drawbacks:
--DRAWBACKS-- Magical Klutz: You roll twice and take the lower result on Use Magic Device checks to activate items blindly and on Reflex saving throws against effects produced by magic items. --TRAITS--
--FEATS--
--SPHERES--
Sphere Drawbacks
Subterfuge Sphere (racial bonus)
Artifice Sphere (subterfuge drawback bonus)
Equipment Sphere
Tinker Sphere [computation package] (1st level)
Athletics Sphere [jump package] (5th level) Barroom Throw Anything (tradition bonus)
Sniper Sphere (tradition bonus)
Beastmastery Ride package (intuition bonus)
Technician Class Abilities :
Technical Insight At 2nd level and every 2 levels thereafter, the technician gains additional insights that expand his knowledge and capacity. He may choose one of the technical insights below. Unless otherwise noted, a technical insight may only be selected once. Mechanical Best Friend (2nd, see below) Mechanical Insight (4th level, see below) Moldable Inventorship (Ex): Starting at 1st level, the innovator gains 1 bonus Tinker sphere talent, plus an additional Tinker sphere talent at 5th level and every 4 levels thereafter. Tinker talents granted this way are referred to as “moldable Tinker talents”. Whenever the innovator rests and regains their resources (such as regaining their daily uses of gadgets, etc.), the innovator is able to change their moldable Tinker talents for other Tinker sphere talents, losing the previous ones and gaining the new ones in their place. Only the moldable Tinker talents granted by this feature can be changed this way. Whenever the innovator would gain an additional invention, the innovator may instead gain a bonus moldable Tinker talent. Sources of additional inventions (i.e. the inventor’s insight technical insight, favored class bonuses, etc.) cannot be exchanged for bonus moldable Tinker talents this way. This replaces the invention gained at 1st level. Technically Minded: At 2nd level, a technician gains a bonus to all Knowledge (engineering) checks equal to 1/2 his technician level, and takes half the usual time when using the Craft skill to repair an object. Whenever the technician uses the Disable Device skill, he reduces the required time by 1 step (2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action). Laboratory: A mad scientist can create a laboratory, and begins with one if this is his first level in any class. A laboratory is a permanent location, constructed in either a building or a vehicle with at least a 10-ft. cube of open space, but may be up to a 10-ft. cube per technician level. The mad scientist can only maintain one laboratory at a time, but many spend 2 days of work (following the magic item creation rules) to replace their laboratory with a new one in a new location. A laboratory has the same effect as a vigilante’s safe house: Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum. At 5th, 10th, 15th, and 20th level, the mad scientist may create an additional laboratory in a new location without sacrificing the old one. Supernatural Science (Su): A mad scientist is considered an arcane magic user, and treats his technician levels as if they were wizard levels for the purpose of activating magic items such as wands, staves, and scrolls, as well as when meeting the prerequisites for item creation feats and when making magic items. This includes both access to spell lists as well as determining his effective ‘caster level’. This does not, however, allow him to cast spells in a conventional fashion, nor increase his caster level if casting spells via another class. The mad scientist must decipher spells and meet a spell’s prerequisites, just as a wizard must, in order to use a spell, copy a spell into a spellbook, etc. A mad scientist cannot memorize spells, but so long as he is inside of his laboratory, meets the spell’s minimum caster level and Intelligence requirement, and has a copy of that spell present such as via a wizard’s spellbook, he can reproduce the effects of a spell by spending time and money to recreate the magic via scientific means, via mixing ingredients, harnessing crude electrical charges, and applying other aspects of natural philosophy. If the spell includes any costly spell components, those must be supplied in addition to the cost listed on the Mad Science Spell Activation Table Laboratory: A mad scientist can create a laboratory, and begins with one if this is his first level in any class. A laboratory is a permanent location, constructed in either a building or a vehicle with at least a 10-ft. cube of open space, but may be up to a 10-ft. cube per technician level. The mad scientist can only maintain one laboratory at a time, but many spend 2 days of work (following the magic item creation rules) to replace their laboratory with a new one in a new location. A laboratory has the same effect as a vigilante’s safe house: Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum. At 5th, 10th, 15th, and 20th level, the mad scientist may create an additional laboratory in a new location without sacrificing the old one. Unethical Science:
At 1st level, 3rd level, and every 4 levels thereafter, the mad scientist gains a special insight into unethical science. At each of the listed levels, they may choose one of the following options. Each of the following allows the mad scientist to construct a special kind of invention that is as much magic as science, and is considered a grand gadget for the purposes of wielding, drawing, sundering, integrating it with other inventions, etc. Just as with grand gadgets, any saving throw required by an unethical invention has a DC equal to 10 +1/2 the mad scientist’s level + his Intelligence modifier. At each of the listed levels, the mad scientist gains an additional invention, which must be spent creating one of the following devices they have chosen with unethical science. A mad scientist may use one of their general invention slots to create a new unethical invention (except those gained through Inventor’s Insight), but may not use an unethical invention to create a general invention. Rather than gaining improvements, unethical science inventions possesses one ability. However, multiple unethical invention slots can be spent on the same device, adding 3 more uses (or 6, in the case of the portal gun). Just as with general inventions, an unethical science invention can be dismantled and changed into another with 8 hours of work. If a creature other than the mad scientist uses an unethical invention, any attack rolls and DCs associated with the unethical invention suffer a -1 penalty, which increases by 1 at 5th level and every 4 levels thereafter. 1st: Portal Gun
Portal Gun: As a move action, the wielder may make a ranged touch attack against a solid surface of at least 5 ft. by 5 ft., such as a wall, ceiling, or floor. Once struck, this surface swirls with a visual effect, almost like a gateway into an extradimensional space. This gateway is 5 ft. x 5 ft., but may have its radius doubled at 5th level, and again for every 4 levels thereafter. The portal gun has no effect on creatures. Once the wielder has successfully struck two surfaces that are not further apart than long range (400 ft. +40 ft. per technician level), the portals connect, such that walking into one portal causes a creature to cross through to the other portal. These spaces are considered adjacent for all purposes, including flanking and attacking someone with a ranged weapon by firing through the portal. If the portal gun is used a third time, the wielder must choose one of their previous portals to be replaced by the new one, with the remaining 2 portals now being connected. The portal gun can be used 6 times per day. This is considered a ranged weapon with a range increment of 50 ft. Because of the nature of the portal gun and the imprecise need for firing, the weapon is usable as a move action rather than a standard action, and if the wielder misses their intended space, they may roll as if they had missed while making an attack with a splash weapon to determine if the attack strikes another valid surface instead. However, this roll determines where the shot lands in relation to the line of fire (for example, if a roll of 5 is made while aiming at a wall, the shot will have landed 5 ft. high, not 5 ft. forward). Technical Insights:
Mechanical Best Friend (Ex) The technician gains either the Beastmastery sphere Animal Companion or Pet talent as a bonus talent, even if he does not possess the Beastmastery base sphere. The technician may use his ranks in Craft (mechanical) or Knowledge (engineering) in place of his base attack bonus when determining his effective druid level for the Animal Companion talent (not his base attack bonus -3) and his arcane caster level for the Pet talent. If the technician gains this technical insight a second time, he gains whichever talent he did not choose the first time (between Animal Companion and Pet). The technician can spend 8 hours creating a construct in the likeness of an animal companion or familiar, or modify their existing animal companion or familiar, to create a construct companion or familiar (hereby referred to as “construct pet”). A construct pet uses the appropriate animal companion or familiar’s base statistics and is otherwise treated as a normal animal companion or familiar, with the following exceptions: Type: A construct pet’s type changes to construct and gains all the immunities and properties of the construct type (except immunity to mind-affecting effects).
If the technician’s animal companion or familiar would die, or their construct pet is destroyed, instead of finding a new animal companion or familiar, the technician can spend 8 hours either modifying the animal companion or familiar to become a construct pet or repairing their construct pet, returning it back to life. Special: If the technician gains the ability to add a subtype to an independent invention, he may give his construct pet one subtype (a construct pet cannot possess more than one subtype this way). The technician can add or change a subtype granted this way whenever he spends 8 hours repairing or building a construct pet. Clockwork subtype adds the following properties (a construct or independent invention cannot possess more than one subtype):
Inventions:
Every technician knows how to create custom items, called inventions. Inventions could be anything from a simple improved crossbow, to a powerful and complex machine that to the uneducated appears to be magic. Inventions are finicky, improvised things that require constant tinkering and fixing, and there is a limit to how many a technician can maintain at any one time. A technician can have and maintain a maximum of 1 invention at 1st level, plus an additional invention at 3rd level and every 4 levels thereafter. If the technician has already reached this limit and wishes to create a new invention, he must select one of his existing inventions to dismantle. Whenever an invention includes an ability that calls for a saving throw, the DC equals 10 + 1/2 the technician’s class level + the technician’s Intelligence modifier. Some inventions have prerequisites, which must be met before the invention can be created. These prerequisites might be items, a cost in gp for specialty parts, or feats and skill ranks the technician must possess. A technician may create any invention which he meets the necessary prerequisites to create. Creating an invention takes 8 hours of work. The work need not be consecutive, and the technician can do this work while out adventuring, but in that situation he can only devote 4 hours each day to item creation, and only nets 2 hours’ worth of work due to being in a distracting environment. Once the invention has been created, altering its improvements requires only 1 hour of work. All standard inventions have the ability to be granted one improvement, +1 at 5th level and every four levels thereafter. Independent Invention: (3rd level) Armory: Mechanical Arm. Improvements: Advanced Arm, Suit. Mechanical Subtype. Advanced Arm (Requires Mechanical Insight) An invention must possess the mechanical arm form to gain this improvement. The inventions’ mechanical arm gains one of two benefits, chosen from the following options: 1. The invention’s arm can reach twice as far as normal, and is treated as being 1 size category larger when determining the power of its slam attack. Suit (Requires Mechanical Insight) The invention is designed to sit one creature (the pilot) who controls the invention’s movements from the inside. The pilot must be the same size or smaller than the invention. It takes a full-round action to get into or out of the pilot’s seat. Once inside, the pilot can control the vehicle’s movements and actions as if he himself were the invention (moving the invention as a move action, attacking with a weapon it possesses as a standard action, etc.). If the invention possesses an appropriate weapon, the pilot may even make attacks of opportunity. The pilot may still perform actions not related to the invention (for example, throwing a detonator or other gadget), but doing so means the pilot cannot use that same action to control the invention. While in the pilot seat, the pilot and the independent invention are essentially a single creature, using the independent invention’s physical stats and the pilot’s mental stats. The pilot cannot be targeted by weapons or by magic that behaves like a weapon (for example, effects that require an attack roll or allow a Reflex save) until the independent invention is reduced to 0 hp, but otherwise is still susceptible to magical effects. A creature who successfully grapples the independent invention or climbs onto it using Scale Foe from the Athletics sphere may attack the pilot directly, or even move the pilot instead of the independent invention after a qualifying grapple check, removing the pilot from their seat.
Tinker Sphere:
------TINKER TRADITION------ Magitech Tradition By relying on many of the same fundamental concepts as mages, the creation of technology that simplifies or removes the requirement of a mage is desirable. Magitech often requires more effort than other comparable gizmos to craft and the intricacies of the craft often leaves the gizmos vulnerable to disruption by the environment. Magitech can take many forms and shapes, from higher science fiction to “the tea pot works because I drew the symbol for fire on it” using ancient magic runes. The “how and why” of magictech is, consequently, far more open compared to other gizmos that try to more rationally explain their effects. Drawbacks: Environmental Vulnerability (extreme heat), Expensive Craft, Mana Engineering, Slow Craft
Note: The magitech Tinker tradition can be expensive to either etch or paint the magic, or create mana-capable circuits, or condense aether from the environment, etc. The environmental vulnerability should represent how that craftsmanship can be disrupted, either by scouring the metal etchings or washing away the specially treated magic dyes, short circuiting the wiring with electricity, etc. Environmental Vulnerability (heat) The inner machinations of your gizmos are disrupted by environmental turbulence, be that high winds, sand and grime, or other impeding factors. Choose one or more of the following environmental factors: aridity, cold, heat, mud and/or sand, water, wind, or with other environmental factors available at GM discretion (e.g. radiation, magnetic waves, etc.). Chosen environmental factors are referred to as the gizmo’s “environmental vulnerability” or “environmental vulnerabilities”. Whenever your activated gizmos are exposed to an environmental vulnerability, the gizmo must attempt a Fortitude save against the originating effect’s DC. If the environmental vulnerability does not have a saving throw DC (such as a gizmo being submerged in a pool of water, dropped in a sandy dune, or exposed to unfavorable weather), the gizmo instead attempts its Fortitude saving throw against 10 + 1/2 its gizmo level. If a gizmo fails its saving throw against an environmental vulnerability, the gizmo deactivates within a number of rounds equal to 1 + its practitioner modifier and becomes depleted until the Tinker practitioner can repair it when maintaining their gizmos. If the gizmo leaves the environmental vulnerability before this number of rounds ends, it does not deactivate. Environmental vulnerabilities that are ongoing (such as rain or a sandstorm) require the gizmo to attempt a new saving throw every 10 minutes of continuous exposure after the initial saving throw. Mana Engineering A mixture of mechanisms and magic power these gizmos and are the foundation for their inner workings. As such, they are also vulnerable to effects that would disrupt magic. Gizmos you craft, as well as any effects generated by your gizmos, are considered magical effects with a caster level equal to their gizmo level. Gizmos, and their effects, can likewise be dispelled, are subject to spell resistance, and can be suppressed by antimagic field and similar effects. Gizmos use their crafter’s ranks in the associated skill as their magic skill bonus (“MSB”) for the purposes of magic skill checks and calculating their magic skill defense. When a gizmo is dispelled, it is depleted for 1d4 rounds, deactivated, and must be activated normally after this duration. The gizmos also generate a magical aura. While the exact magical aura each type of gizmo would give off can be adjusted based on the overall Tinker tradition, Table: Tinker Magical Auras below provides a starting framework. GMs should feel free to adjust these as necessary, for instance, a tradition relying on necromancy might have each gizmo give off a necromancy aura in addition to an aura that fits the gizmo type. Expensive Craft The mechanisms require unique materials, rarer metals, and other expensive or exhaustive resources when crafting to reach the desired efficiency. Gizmos you craft require 1 silver piece (1 sp) worth of expensive materials per gizmo level of the crafted gizmo. Maintaining gizmos, and restoring depleted gizmos, costs the same amount. You cannot craft or maintain their gizmos without having these expensive materials. The exact nature of these expensive materials (rare metals, crystals, etc.) should be determined by the GM, but as a general rule, should be as easily accessible as material components for an average spellcaster. Projects crafted under this Tinker tradition require 25% increased material costs. This increased cost must be paid for normally and cannot be gathered over time like project materials ordinarily could be. Slow Craft Crafting and maintaining your gizmos twice as long (at base, 1 hour, or 30 minutes if you have access to an engineering kit or sufficient tools). Crafting a project always takes a minimum of 1 hour. Normal: Tinker gizmos can be crafted in 30 minutes, or 15 minutes if you have access to an engineering kit or sufficient tools. Note: If the Tinker practitioner possesses an ability which would increase the speed at which they craft and maintain their gizmos, that time reduction instead allows the Tinker practitioner to craft and maintain their gizmos normally. Augmentations are a type of worn gizmo that provide benefits to the user when activated. ------TINKER PACKAGES------ Augmentation, Computation, Transportation ------TINKER TALENTS------ Artificial Intelligence (see below) Artifice Sphere:
Fabrication Package You are versed in the wider scope of creation and construction, creating things that have more generic, domestic uses than other packages. When you gain this package, your trinkets can replicate the function of objects that increase your carrying capacity (such as a basket or backpack), offer a different or enhanced mode of transport (such as a rope, ladder, sledge, etc.), or are tools suitable for skill checks (such as a crowbar or magnifying glass). Associated Skill: Craft mechanical. Trinket (Ex) You can create a trinket (a makeshift version of an object) in 1 minute with an artisan’s kit. You must succeed a Craft check against the object’s Craft DC to create a fully-functioning trinket—you can take 10 on this check, even while distracted or in combat. A trinket lasts for 1 hour + 10 minutes per point you exceed the DC (maximum 1 day), or 30 minutes on a failure. After this time, it breaks down into its base components. You can only craft certain objects as a trinket (as determined by the package(s) you possess), and cannot be alchemical, magical, have limited uses, involve special materials, or require knowledge you do not possess (such as a specific key). A trinket shares the same statistics as the replicated item. A trinket’s size must be at least two size categories smaller than you, but you can increase its Craft DC by +5 and craft time by +5 minutes to increase its size category by one–this is cumulative, to a maximum size equal to one size larger than you. Some trinkets must be made at a larger size to be functional (like clothing, a ladder, etc.). The necessary materials for creating a trinket are gathered over the course of a given day—there is no monetary cost to creating a trinket, and has no monetary value (DC 0 Appraise check to determine). Note: You cannot create a trinket that replicates an item from another sphere talent (even if you possess that sphere), such as an Alchemy sphere formulae, Trap sphere trap, etc. Cobbled Creation [approach] (Ex) You can adopt this approach as a swift action. While maintaining this approach, you can create a trinket as a full-round action, even if you do not have access to an artisan’s kit. When you create a trinket this way, it only lasts for 1 round per associated skill rank you possess. You can create a larger trinket this way by spending 1 round (not a full-round action) for each minute normally required. Integrity Shifter (fabrication, function) [utility] [DRS] You gain the following function: Reinforcer/Wrecker (+10 DC): When you apply this function, choose whether it is a reinforcer or a wrecker. The trinket can be deployed onto a door or surface in 1 round, and can affect up to a 5 + 5-foot cube per 2 associated ranks (chosen when deployed). Reinforcer: The door or surface’s break DC and hardness increases by +3 + 1 per 3 associated ranks, and gains a number of temporary hit points equal to your associated ranks + your operative modifier (minimum 1), which you can replenish as a standard action.
The trinket can be removed from a surface or door as a standard action. Subterfuge Sphere:
Skill Leverage If you have skill leverage, your pool of uses is equal to 1 + one-third your Hit Dice. You regain all uses of your leverage when you get a full 8 hours of rest. You can also regain 1 use of skill leverage in any of the following ways: When you thwart a significant encounter with one or more creatures you have not faced before (typically one whose challenge rating is at least your level - 2), generally slaying them, rendering them harmless, or forcing them to abandon a goal for the foreseeable future. You only regain 1 use of leverage for an encounter, even if multiple individuals you defeated would be a significant threat. If an enemy’s abilities change or grow, you can gain skill leverage from that foe again.
If it is not clear, the GM makes the final decision as to whether you regain your skill leverage. The GM might also allow other methods of regaining skill leverage in circumstances where you can bring a fresh perspective to bear. Skill leverage can be used in one of the following ways. Change Tactics: After you roll a skill check and see the die, but before the GM says the consequences of the roll, you can spend 1 use of leverage to roll 1d4 and add it to the result. Draw on Intuition: You can spend 1 use of leverage on a skill to get a clue about a creature, obstacle, hazard, or location that skill could be used to identify or interact with. When interacting with a creature, the clue might be something the creature is afraid of, one of its minor motivations, something it wants, or a line of conversation that it is particularly open to or unwilling to entertain. When trying to open a magical vault, the clue might be what the door is made of, the school of magic the vault’s magical runes belong to, or where previous users have touched the vault before. This information should generally be of the sort that could be recalled with a Knowledge check with a DC no higher than 15 + twice your ranks in the leveraged skill. Seize an Opportunity: After you roll a skill check and compare the result to the DC, if your total exceeds the DC by enough, you can achieve a better result. If the difference is at least equal to the amount of a penalty or optional DC increase for an improved or greater effect (such as the voluntary penalty to Climb to increase your speed), you can spend 1 use of skill leverage to add the change. You can spend multiple uses of skill leverage to add that many different penalties or DC increases, or apply a stacking penalty repeatedly. If your game uses the Degrees of Success variant (see the Skills chapter), optional penalties and DCs that do not represent significant risk are available at no cost. Confident Subtlety [approach] (Ex) Adopting this approach is a swift action. While you maintain this approach, you reduce the penalty for making a Sleight of Hand check as a move action or for not making a subtle action longer by 6. Effortless Theft [utility] You can stow up to two held objects, each with a different hand, as a swift action. You can attempt one Sleight of Hand check either to lift an object or hide an object on your person as part of a move, standard, or full-round action to move, or as part of a standard or longer action to attempt a Bluff, Diplomacy, or Intimidate check. Spells:
Spells Known- 0th: All 1st: Blood Money, True Strike, Identify, Gravity Bow, Crafter's Fortune, Blend, Arcane Lock 2nd: False Life, Masterwork Transformation, Glitterdust, Continual Flame, Spider Climb 3rd: Shrink Item, Explosive Runes, Tiny Hut, Improve Trap, Daylight Consumables:
Portals 12/12
Galvanic Cell Batteries x10 Scroll of Gravity Bow
Potion of Cure Moderate Wounds
Tangleburn Bag x5
Current Gizmos, Trinkets, and Projects:
Tinker Gizmo Limit 14 (5 skill ranks, +4 tinker talents, +5 extra gizmo limit) -RATCHET GIZMOS- 1) Prosthetic Arms (supplemental arm augment, dual arm secondary function, sensory array with sense amplifier modification, display and input accommodation, information storage routine, innate blaster (piercing beam left arm, piercing volley right arm) 2) Weapon Amplifier Augment (electrical blaster, convulsor distruptor) 3) Mobility Gear (accelerator augment, ) (ratchet) 4) Chameleon Field (ratchet) 5) Tactile Field (ratchet) -PROTO GIZMOS- 6) Mobility Gear (with Accelerator augment) (proto) -ARMORY GIZMOS- 7) 8) Wheel Prosthetic (with Crushing Legs augment, and extendo legs secondary function, on Armory) 9) Weaponization Attachment for Armory's arm (hookshot modification, 10) 11) 12) -WORKSHOP GIZMOS- 13) Mobile Workshop Mechanoid (see below) 14) Wheel Prosthetic (with Crushing Legs augment, and extendo legs secondary function, on Workshop) Project 1: Zero (artificial intelligence, beast) Project 2: Ace (artificial intelligence, beast) Equipment:
GP: 553 Armor: Mithril Shirt
Worn: Brass Spider, Beneficial Bandoleer, Pockets of Holding in sleeves In pouches/on belt:
In Handy Haversack:
In Portable Laboratory
A whole bunch of seemingly random parts and materials Description:
AI and Mechanical Drones:
MECHANOID DRONE Mobile Laboratory: (Covered Mechanoid (free), 8 additional upgrades: alternate size, improved size (gargantuan), transforming parts (crushing prosthetic wheels with movement optimizer routine/aquatic default upgrade), passenger seats, innate prosthetic (dual function arms with GPS routine and innate hookshot), storage, focused design strength +4, immersive cockpit ARTIFICIAL INTELLIGENCE An Artificial Intelligence (AI for short) is a routine designed to emulate intelligent thought. More information regarding AI, including their advancement, classifications, and basic rules, are located in Mastering Gizmos, Artificial Intelligence. When you gain this package you learn how to craft the following gizmo: Artificial Intelligence (gizmo, project, routine): You craft an Artificial Intelligence, selecting an AI classification and otherwise customizing its abilities. EXPERIMENTAL AI CREATURES Artificial Intelligence: Ace Racial Abilities:
Favored Class Bonuses: +2.5 to Disable Device Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Inconspicuous: Relying on their size to remain unseen by others, these halflings gain the Subterfuge sphere and the Effortless Theft talent as bonus skill talents at 1st level. This replaces fearless and sure-footed Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Danger Detection: Halflings with this racial trait gain a +4 racial bonus on Perception checks to notice a creature using Stealth, as well as Perception checks to notice a weapon being drawn or a hidden trap (or similar signs of danger, subject to the GM’s discretion). This replaces keen senses Notes:
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